﻿//----------------------------------------------
// Flip Web Apps: Game Framework
// Copyright © 2016 Flip Web Apps / Mark Hewitt
//
// Please direct any bugs/comments/suggestions to http://www.flipwebapps.com
// 
// The copyright owner grants to the end user a non-exclusive, worldwide, and perpetual license to this Asset
// to integrate only as incorporated and embedded components of electronic games and interactive media and 
// distribute such electronic game and interactive media. End user may modify Assets. End user may otherwise 
// not reproduce, distribute, sublicense, rent, lease or lend the Assets. It is emphasized that the end 
// user shall not be entitled to distribute or transfer in any way (including, without, limitation by way of 
// sublicense) the Assets in any other way than as integrated components of electronic games and interactive media. 

// The above copyright notice and this permission notice must not be removed from any files.

// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//----------------------------------------------

using GameFramework.GameStructure;
using GameFramework.GameStructure.Levels;
using UnityEngine;

namespace GameFramework._Demo.GameStructure.Scripts
{
    public class SpawnCoins : MonoBehaviour
    {
        public GameObject CoinsPrefab;
        public void Start()
        {
            for (var i = 0; i < LevelManager.Instance.Level.Star3Target; i++)
            {
                float xPos, yPos;
                do
                {
                    xPos = Random.Range(GameManager.Instance.WorldBottomLeftPositionXYPlane.x + 2, GameManager.Instance.WorldTopRightPositionXYPlane.x - 2);
                    yPos = Random.Range(GameManager.Instance.WorldBottomLeftPositionXYPlane.y + 2, GameManager.Instance.WorldTopRightPositionXYPlane.y - 2);

                } while (xPos > -1 && xPos < -1 && yPos > -2.3 && yPos < -0.3);
                var gObj = (GameObject)Instantiate(CoinsPrefab, new Vector3(xPos, yPos), CoinsPrefab.transform.rotation);
                gObj.transform.SetParent(transform, true);
            }
        }
    }
}
